1#version 450 2layout(triangles) in; 3layout(max_vertices = 3, triangle_strip) out; 4 5struct SceneOut 6{ 7 vec4 pos; 8}; 9 10void _main(vec4 positions[3], SceneOut OUT) 11{ 12 SceneOut o; 13 for (int i = 0; i < 3; i++) 14 { 15 o.pos = positions[i]; 16 gl_Position = o.pos; 17 EmitVertex(); 18 } 19 EndPrimitive(); 20} 21 22void main() 23{ 24 vec4 _35_unrolled[3]; 25 for (int i = 0; i < int(3); i++) 26 { 27 _35_unrolled[i] = gl_in[i].gl_Position; 28 } 29 vec4 positions[3] = _35_unrolled; 30 vec4 param[3] = positions; 31 SceneOut param_1; 32 _main(param, param_1); 33 SceneOut OUT = param_1; 34} 35 36